GW2: My Charr Guardian and Me

That's the biggest damn chicken I ever saw... I guess the Charr need fairly hefty livestock to feed their appetites.

Part of my problem getting my thoughts in order about this game is that there’s SO much to do, and each thing to do could very well warrant its own post, so where the heck should I begin?

I guess, to get folks situated, let’s start with what I’m playing. I only did two beta weekends before I had my heart set on what I was going to play first and didn’t want to play any more when it wasn’t going to be “for real” and I’d have to do it all over again when beta characters got wiped.

Despite terrible alt-holism in most MMOs, I knew I’d be able to keep it at bay in GW2 for the very first main at least, because this absolutely sang to me and wouldn’t let its hooks go.

Name and Server Musings and WvWvW Stories

I’m playing Finder Blazebane on the Isle of Janthir server. Feel free to friend me if you like. Goldspam whispers will be summarily reported, and ArenaNet is pretty good with their banstick. :)

I tried to make it as Charr lore appropriate as possible, with a reference to my propensity for exploration and finding secrets and otherwise getting into stuff, and a side reference to being a Flame Legion foe. Imagine my amusement when in the very first area during beta weekend, I find a dynamic event to do with the Bane warband. I found it rather fun to run back and forth with them, pretending to be a fourth NPC a while. I guess I’m easily entertained.

In position as rearguard, Sir!

Why the *gasp* reddit server? Well, I joined them on Darkhaven during beta because I like a crowded server, and when they decided to move to Isle of Janthir, I looked carefully at the guilds list to see if I wanted to follow them or stay on Darkhaven.

Also on the consideration list was Sea of Sorrows as the unofficial Oceanic server, and Tarnished Coast for being the unofficial RP server (where most mature, tolerant, PvE-focused folks like to go.)

Being based in Singapore, server choice is fairly hard because at GMT+8, no timezone is ideal. Oceanic servers you’d think would be the best shot, but honestly, most run on Australian timing at GMT+10 or GMT+11 and when they set events at 7pm, one is still at work at 5pm -  it’s impossible to rush home in time and still have a life, as well as a proper dinner.

To be also brutally honest, the Asian gaming community ain’t all what it’s cut out to be. Conventionally, in traditional Asian thought, games are pastimes for children, so one ends up with a majority of teenage boys in their 10s-20s playing (yes, many still schooling), along with a ever-so-slightly more mature group of men and maybe a few women, that maybe aren’t girlfriends dragged in by their boyfriends, but don’t count on it. And the slang, well, I can talk and understand Singlish, but coming from a more Americanized gaming background in my college years of MUDing, it’s as painful as leetspeak is to the eyes.

A bit is fine, it’s still my culture after all, but I don’t want every last conversation I have in game to go like this: “haha lol wah u very xiong hor” (Goodness, you’re very fierce/scary) or “don’t sabo lah, u chao chee bye, this dungeon damn hard already, cannot make it one.” (Don’t screw it up for everyone, you -vulgarity-, this dungeon is already hard enough, we’re likely to fail as it is.)

Obviously, not everyone in Singapore types that way (it’s always the annoying kiddies, ain’t it?) And there are still jerks and assholes in North America (including obnoxiously racist trolls who would tell you to go back to China, u gold farmer – pst, little hint, Singapore’s not in China, and you’ll be surprised how international an MMO is.) Nor can I try to match a 12 hours transposed timezone all the time. Moderation is key. I need a mix.

I decided against Darkhaven as I suspect the crowd would follow the reddit server. Sea of Sorrows also went into the trash can because I’ve followed the Oceanic community since Age of Conan and Warhammer Online and Aion, the same guilds and same faces in PvP are getting a little tiring. Tarnished Coast was much harder to give up, but I feared for the state of WvWvW there because I’m hooked and I need a -fierce- server with ferocious fighting, not one that might just roll over and expose its belly. I may be wrong, maybe it’s a generalization that roleplayers are generally not interested in hardcore PvP pursuits, but… well, time will tell.

To my surprise and contributing to my eventual decision, Isle of Janthir sports a good mix of both North American and Oceanic guilds, including some of the more respectable aussie guilds I’ve met during prior games. It’ll be nice to have them on my side, for once, rather than beating my face in as an organized group versus a PUG. Add on the reddit crowd, and the Isle of Janthir should be able to field a good sized zerg or two and have organized guilds tearing it up at most hours of the day – a more balanced state of affairs in theory than say a primarily Oceanic or NA or Euro server.

In theory, anyway. In practice, we might get wiped out at all times by a foe that can field a bigger zerg at certain times of the day larger than we can, but we’ll see. We got beat on by the Crystal Desert for a couple days since headstart, and Sanctum of Rall was also quite a nuisance, then on the fourth day or so, Isle of Janthir rallied and took the lead.

I had a truly thrilling moment that day because it was my first day in WvWvW and I decided to spend 30 silver, one third of my total fortune, to upgrade our garrison’s cannons. Some time later, Crystal Desert swept in, shattered the outer gate, and as a couple of us trying valiantly to hold off the zerg (our own zerg was elsewhere) fled to the inner gate, I dashed to one of the cannons (if I was going to lose those 30 silver, by god, I was going to put them to use at least once) and presumably a few other players dashed to the oil and the other cannon, and possibly 4-5 of us WIPED out the 30 strong zerg between our AoE cannon fire, that I doubt they were expecting (the gate shattered, they’re fleeing, let’s chase!) Those cannons were hitting for 6000hp a shot, beautifully gruesome.

Even better because it was so unexpected, I was sure we were doomed. But perhaps they ran out of supply to build a ram (not too many people seemed to have grasped the entire concept yet) and they stood in the courtyard in the open long enough for us to catch them in the crossfire, entirely surprising both sides, I guess.

Best 30 pieces of silver spent, ever.

Holding that garrison allowed our offensive zerg to crack open Etheron castle and snatch back the Orb of Power, and began the long sweep of Janthir recovery back across their own Borderlands and get a foothold into Eternal Battlegrounds. Later, Stonemist Castle was taken in a truly stupendous three-corner fight, which saw it changing hands from blue to green while us reds were still locked IN the castle, and wiped out, and rallied back with a second zerg attacking while the first zerg was still on the way back from being wiped out and overwhelming green, which hadn’t had time to get any defences up. Stonemist was proudly red when I logged off.

But goodness knows how things have gone today. I haven’t logged in yet. Things could and do change again in an instant.

Race

Charr. Gotta be. Maybe I’m a closet furry, I’ve always liked playing monster-looking races. I love the big gorilla hulk physique, and even better if it’s got fur, hunches forward and digitigrade legs. Then there’s the history and the lore. Since the days of Guild Wars, when everyone has to be a boring human, I’ve always wanted to play the more interesting monster enemies, Charr, Tengu, etc. To see how they’ve progressed from nearly naked fire-magic barbarism to an almost Saruman-level industrial tech in GW2′s Renaissance day is irresistible. They’re war-like, they’re soldiers, but they also have a “band of brothers” style honor and loyalty that makes them function entirely differently from humans, yet plausibly as an entirely different culture.

Origin and Background

I’ve seen all three Legions’ intro cinematic and they’re all fascinating. It’s been an agony to choose one to follow first, but I’m going with what I did on a whim in the beta weekend. A Blood Legion Guardian first, and an Iron Legion Warrior later, simply to avoid the common cliche of Blood Legion = Warrior. I’ll worry about Ash Legion later.

This makes the Guardian more Ferocious as he’s all about being up in the thick of things, fighting and bleeding, and the warrior can be either charming or dignified as I decide later, as a valuable cog in the great machine of war.

On the same whim, I gave him the background of having a sorcerous sire to explain his Guardian aspect of using magic and flames, and an interesting ‘weakness’ to the character, he’s always had to outgrow the stigma of having a traitorous sire that defected to the Flame Legion as a sorceror.

Appearance

Charracter avatar (pun intended)

I wanted him to stand out a little and look slightly different than most Charr so I went for an interesting white-gray fur color. Pure snow white was a bit too bright and weird for me, perhaps suitable for an albino style necromancer, but a very pale grey-white gave the look I wanted.

I love the heavy armor look in every MMO, lots of metal plates and I don’t mind extra large pauldrons or spikes either, so it was ideal that the class I chose got to wear heavy armor.

Working hard to get to 30/50 in the Hall of Monuments has really paid off, because it opens out some glorious vanity costume options to overlay on top of the merely “okay and presentable” lowbie armor styles. Most of the lowbie armor is a lot of chain and scale mail options, that frankly, only look good in browns and greys and metallic colors, with perhaps a touch of accent color here and there. In my opinion anyway. It’s decent, but it makes you a little drab and blends in with everybody else also wearing the same stuff.

Guild Wars heritage armor? Awesome. The GW1 warrior always got the  best-looking armor, in my way of thinking. It gives a more respectable plate and chainmail armor style in GW2, and I’ve successfully dyed it a dark ebony steel color, as well as the current bronzed look, which I think comes from a random midnight olive drop. I went for a red accent color to represent the Blood Legion, and autumn did fine until I got an almost intangibly slightly brighter red called um, sunset or sunrise, I think, which I used mostly because it wasn’t the default red.

Then there’s my slight fascination with fire and pyromania in MMOs. Since my City of Heroes days, when I chanced upon my dream fire/fire dominator class that got to shoot fire, melee it up with fire, and generally throw fire everywhere, I’ve gravitated to any excuse for fire every since. It just looks SO good.

So imagine my delirious joy to see that the 30/50 HoM point gives these BEAUTIFUL fire god vambraces that give one wristguards that are ON fire.

Sword and focus combination

Words also fail to describe how much I’ve wanted Prince Rurik’s flaming dragon sword since the days of Guild Wars 1, but never played a suitable class that could wield it for long. Ranger and paragon were my mains, and though I dabbled with a warrior in Factions and did give him a flaming dragon sword for a while, it was steadily more obvious that a triple chop axe build with cyclone axe and the works was a lot more effective in bunched up PvE gameplay, so, goodbye, sword on fire. *sobs*

My Guardian now is making up for that lack and it makes me SO HAPPY. (It also conveniently doubles up as a torch in dark caves. I am highly amused that I bring light wherever I go. Someday I should try the dark room in the WvWvW ultimate jumping puzzle dungeon and see if that sword makes a difference. It does also make it quite obvious and readable whenever I switch to ranged scepter – which also looks fantastic with the Wayward Wand skin and glows with a soft blue light as opposed to bright yellow light.)

Scepter and shield

I’m pleased to report that I’ve met a player of an Asura in game who ran past me with my flaming sword, did a double take and went “RYTLOCK, IZZAT YOU?”

And another player in WvWvW who asked what my real level was because my gear looked so impressive. I didn’t have the heart to tell him they were all HoM costume pieces, for fear of disappointing him. (On the bright side, I saw a level 50 player, much much higher than I, who looked like one of those Black Citadel guards in face-covering rhino helmet and all, so there’s still cool stuff ahead, don’t fret.)

Thank you for the compliments, they appeal to my vanity. I try to look cool, what’s an MMO for if not to doll up one’s character?

So nice of ArenaNet to make it possible to look cool from the very beginning as a lowbie. It’s a good reward, isn’t it? Stat-wise, nothing is different. I choose to stop every 5-10 levels to head to the HoM, claim the rewards that just transmute the appearance of the skin to whatever equipment I’ve got. It’s an interruption to leveling, so arguably, those who don’t care how they look don’t need to bother.  I do it for vanity’s sake.

I bet the exclusive dungeon reward skins should also have pretty good appeal if enough players think like me. If everyone runs around with a flaming sword, maybe you’d prefer to show off your, oh I dunno, Orrian dragon purple sparkling lightning sword or something? (Disclaimer: I have no knowledge of reward skins, I just pulled that out of my imagination.)

Class

Guardian, if you haven’t gathered by now. Why? “Because Guardians are OP.”

Nah, not really, though a lot of people seem to think that way, mostly because, I suspect, they tried to go 1 vs 1 PvP with a straight up uber damage build against builds that are by nature of the class damage+support, often in the form of buffs or some slight healing or condition removal. With their innate virtues, they also have a tide more regeneration as long as they don’t fire it off to heal others, and who would do that when you’re 1 vs 1?

Simple attrition warfare will tell you that a class with higher hp and more ways to self heal than thou has a distinct advantage in a straight up duel, assuming no one makes a mistake or is caught unawares, which aren’t the cases all the time in either WvWvW or structured PvP formats with an objective to fight over, rather than elimination of the opposing side. (There’s also having an extra ally turn up on your side that happens all the time in WvWvW.)

Anyway, Guardians are the dream class I’ve always wanted.

There are two general types of people in MMOs, those that prefer melee and those that prefer ranged (along with a hefty helping in the middle of the spectrum of hybrid  folks who like both and like to switch in and out between them.)

I’m distinctly on the melee-preferring side of things, though I enjoy the flexibility of a ranged option when I need to keep my distance or do pulling, etc. The Guardian gives me that opportunity as I can flip back and forth between scepter and sword, dodging in and out of melee range as I deem suitable.

I’ve also always liked tanking, but mostly for the support and control aspects of the role, rather than the awful responsibility of having to know a dungeon by heart and lead a group by their noses through every single damn pull and then sitting around and calling the mob names to keep the mob stuck to either tearing off your face as you stand there still as a stone either nigh impervious to harm (City of Heroes) or desperately trying not to die while praying your healers are on the ball (every other holy trinity MMO)  or biting your backside as you kite it around.

No, what I really enjoy about tanking is the ability to position mobs where you want them, to control their aggro (if only by biting your face off, rather than standing around dazed), to position my sturdy armor-encased self between harm and a softer squishier friend who would much rather I take the hit than him, thanks. It’s helping people, in a sense, it’s support by being situationally aware and controlling the situation.

And while I’ve never liked whack-a-mole healing in holy trinities, I rather enjoyed playing a dark defender in City of Heroes because it wasn’t all about topping off the green health bar (or red, in CoH’s case.) Yes, I had a heal, a strong self-based AoE heal that relied on me being able to position myself near a person in need and hit a mob with it in order to heal anyone near me. It was only one tool in the toolbox of all things support.

Other defenders had really strong buffs to make the team sneakily stronger, I had really strong debuffs to make the enemies sneakily weaker. Amusingly, it took a while for the playerbase to figure this out, it was never really obvious what the non-healing defender was doing on the team, but my goodness, when the defender went AFK or left, the team wiped or got into deep deep trouble doing the same thing they were doing previously. A bit of forums propaganda also helped to change the initial mindset around, along with no doubt, plenty of hard won experience faceplanting when the defender disappeared. Eventually, veteran players learned how to identify buffs and debuff anchors and appreciate them for what they were doing.

A dark defender was also a lot about control as well as support. It had a fear that you could throw on an entire spawn to negate alpha strikes (the in concert ranged retaliation from a whole group of mobs when first aggro’ed), you could LOS position an entire spawn of mobs through pulling with your debuff anchor and hiding around a corner so that they bunched up beautifully debuffed and harmless by the time they came to get you.

One of the things that was always missing in City of Heroes was a class that mixed melee damage and buffs-support. I couldn’t get my scrapper ninja desire going to sword someone in the face at the same time as I was performing support and control functions to protect the team.

I believe Guardians in GW2 are that perfect mix.

No, they aren’t as strong as City of Heroes support/control classes, where often, one control or support class played well – a tank, a defender, a dominator, a controller, a corruptor, a mastermind, whatever – can control the entire spawn of mobs for a team, allowing most of the others to slack off and not doing anything but hit damage buttons if they wanted. (More people playing well and support/controlling means faster, safer killing, of course.)

I think, in Guild Wars 2, the support/control of each class is tuned to only give 1/5 or 1/4 or at most, 1/3 of all the support/control actually needed by a team. I suspect at least 3 players have to be playing with support/control in mind in order to make things doable, and better still if everyone is on the same page. More on this later, I’ve only gone through the first dungeon four times now in PUGs, once successful in beta, one successful on Live (with umpteen wipes) and two failures on the Lovers, and the only thing that’s really obvious is everybody is not used to playing in a Guild Wars 2 way as yet and are still learning what they can do.

But Guardians, well, they sing to me. I went Greatsword guardian in beta, only switching to it when it was safe to leap in and do massive damage to the mob in melee, and then switching back to Scepter and Shield to plink away at range and control/buff. One thing became very obvious though, Greatsword guardians, while perhaps giving a scare and some unexpected burst damage in PvP to players who thought they had my number from seeing my teensy damage on a scepter, are rather squishy in PvE, they seem to pull a lot of aggro and hate the moment they leap into a thick clump of mobs and let fly, often ending the frenzy with a sliver of hp left – if you’re lucky. Perhaps it was also my gear build at the time, I went all out Power for lack of any more understanding.

On Live, I’ve taken a slightly different tack, helped along by the fact that I can’t live without my flaming dragon sword. The Fellblade just doesn’t look as cool. To my surprise, a sword doing fire damage is nearly as effectively offensive as a greatsword, though in more cone attack fashion rather than having a mutilate AoE clump option. I could have gone sword and board, but a shield’s two skills strike me as a primarily defensive option – including one dome pushback I still don’t entirely understand yet, especially how to ‘detonate’ it for healing.

A torch is the Guardian offensive offhand option. While it’s ludicrously fun for AoE damage, you haven’t lived until you’ve spat blue and orange flames like a flamethrower, it doesn’t help with survivability much besides the “kill them all before they get you” strategy.

So I went with the focus as my offhand, which seems a balanced mix of both defensiveness and offensiveness. Both skills can be used for either function. One shoots a straight ray that bounces, giving allies a heal over time (including myself) and damaging mobs. I haven’t mastered the art of healing any party member with it yet, alas, but I have a very good use for it. By being in a mob’s face and swording it, and firing it off, it bounces against the mob, doing damage, and right back into myself, healing me. A decent trickle heal that I’ve noticed allows me to stay in melee “tanking” the mob that bit longer – though honestly, with the way aggro flies from person to person, you can be in the mob’s face and he’ll still turn to shoot another player down, so I have no idea how to manage that except to fire a utility team regeneration buff if it isn’t still recharging, and hope the other players are themselves competent in some fashion and can mitigate their own damage.

The other skill is a shield that can take 3 hits from a mob, and if it doesn’t break, it explodes like an AoE damage bomb. It’s good for absorbing some hits, doing damage, and also combos with the other utility skill I like, Purging Flames (AoE damage field, plus condition removal to allies) to give a stack of three might buffs, which in turns adds to doing more damage on the mob with normal sword autoattacks.

I’ve also altered the stats on my gear a little since beta, mixing a healthy helping of Vitality into the mix along with Power. (I figure, if the WvWvW armor has Power and Vitality stats, there has to be a reason…) This has two positive uses, it increases my overall hp reservoir, giving myself a very decent buffer, and it also increases my healing power – which, since I didn’t want to be a gimpy healing Guardian standing at the back like a pathetic WoW paladin, I initially thought was rather useless and counter-productive, but I’ve since been convinced has the primary effect of helping ME survive by making my heals stronger, including stuff I can aim on myself, and the side bonus of helping others by providing an ever-so-slightly stronger trickle heal a secondary benefit.

I also threw in a bit of Toughness for the hell of it on my gear, to make myself more survivable but I’m really not sure if it’s the right thing to do. Toughness seems to match better with mace and two-handed hammer skills, which are more support defensive oriented, but I have no practice using them and my one attempt to do something with a hammer against the Lovers was really quite hard being unfamiliar with the skills.

I’ve been going Precision and conditional damage on my traits as it matches the offensive sword aspect more, and the Toughness traits are more useless to me. So the result is a neither here or there mix. Still primarily Power, with nearly equal high Vitality, a side helping of Toughness with Precision catching up, but both obviously secondary stats. It’s obvious if I specialized either I’d go more defensive or offensive respectively, but I really can’t decide as yet. Who knows, maybe being a flexible generalist is better for my solo playstyle.

I’m not sure I’ll ever find a good enough group to do the hardmode explorable dungeons anyway, but if I do chance across them, then we can spec as needed then. It’s Guild Wars, after all, where builds can be flexibly swapped to match the situation as needed, mixed with a side helping of WoW, where everything is easily reset by swapping gear and paying a small fee to the trainers.

Mind you, while offensive sword and focus is my preferred fighting style, I keep a scepter and shield on quick weapon switch. This lets me run in and whack mobs until my hp reservoir looks dangerously low (it’s better if I could read the combat animations a little better, some of them have dodgeable front attacks but I’m only 50/50 on successfully avoiding those as opposed to the clearer red aoe rings) then dodge right out, switching to a scepter and whacking an immobilize on it and plinking away, throwing defensive buffs on whoever else is near the mob now that I’m gone, regenerating and healing up until hp is back to full and I can go in and thwap the mob with my sword on FIRE once again.

I doubt the build is perfect. Or even if there is such a thing as a perfect build. All the other Guardian weapons and skills all look good too, to be honest. But I like it, and for now, it’s what I’m using because no one has figured out how to team synergize anything in PUGs yet. I doubt many of us even know what the other classes are capable of.

Eventually, I’m sure stuff will be figured out. All in good time though. It’s a new game, a new set of challenges, a place where no one -knows- anything for certain yet, the metagame is yet to be worked out, the world is big and broad and deep and ripe for exploration. There are so many things one could do. Life is good.

TSW: Early AR/Blades Build Rework for Savage Coast

And you thought clowns were scary...

Speaking of specs, and back to a more normal tone of voice, I’m mildly thankful that I started detecting some problems with my first build while in The Savage Coast.

I hear Blue Mountain is the place most people get a cynical wake up call. I prefer to begin practising revising builds when things are not so critical and I can still gain AP and SP while questing around in the second zone.

I was putting it off because I was expecting to have to do a full and extensive speciality dps, heal, tank gear finding and new skills triple build rework. The situation got a bit critical when I kept wiping on a particular amusement park quest that had to do with surviving waves of things.

(In retrospect, I suspect proper positioning and lots of movement and running would have helped me survive it better, but it was a good excuse to look askance at my current build.)

The good news is that I discovered I could keep putting off the massive gear hunt and build rework to a later date. A bit of skill tweaking of active and passives was sufficient to improve performance in my current mix of 1-2 tank talismans and the rest DPS stuff.

(I haven’t experimented with healing gear yet, not decided on just how much self-healing I’d like to do. So far the large hp reservoir provides enough to get by on mob spawns while constantly doing damage, regen is quick when out of combat and there’s always a spare energy drink heal for emergencies.)

My current two weapons are Assault Rifles and Blades, and though I started from a ranged AR focus, more and more, I’ve been increasingly keen to just keep running in and chopping things up because the blade is such a meat grinder and I get a big kick out of seeing penetrating hits. I guess our preferences show in the end. I’m a melee person at heart.

Nothing like reworking your build while being entertained. The demon and the draug decided to have it out with each other because I didn’t want to play with either of them.

My first build was a sloppy mix of starting abilities from both the AR and Blade inner wheels. It sorta reflected a desire to do both single target (ST) and area of effect (AoE) damage, with the knowing tradeoff that I wouldn’t be healing, I would be glass cannoning. I previously had Anima Shot in at one point, but it felt so slow to run around kiting and Anima Shotting, and I gave it up to try and stack afflicted=>penetration synergy.

Actives

1) Safety Off – AR builder – ST burst damage
2) Fire at Will – AR finisher – AoE damage
3) Delicate Strike -Blades builder- ST damage
4) Blade Torrent – Blades builder with hate – AoE damage
5) Balanced Blade – Blades finisher – AoE damage
6) Dancing Blade – Blades finisher – ST channeled damage
7) Slow the Advance – AR elite – AoE ground-targeted damage with Hindered state

Passives

1) Extra Bullet – bonus bullet to Safety Off
2) Delicate Precision – bonus 10% penetration chance to Delicate Strike
3) Perfect Storm – Blade Torrent adds Afflicted DoT
4) Eagle Eye – 10% bonus AR damage
5) Sharp Blades – 10% bonus Blades damage
6) Dark Potency – Blood passive, improved penetration rating on appying Afflicted
7) Fluid Defense – When you receive a glancing blow, you gain 1 stack of the “Minor Ward” buff.  Whenever you make a Penetrating Hit you gain a buff that increases all damage by 5% for 10 seconds.

 

Okay, it’s a little sloppy on examination now, but it did fine in Kingsmouth. I basically had the capacity to attack from range with AR and apply AoE damage, kite as long as necessary, and then let mobs close in and finish them off with Blades, either AoE a group down, or the single target stuff.

I threw in the option to improve penetration for increased blade damage by spamming blade torrent (hate doesn’t matter if you’re alone) until the five buff stacks had accumulated and then change to single target as needed.

What this build was missing was any semblance of survivability.

Like the poor Draug.

So I went and found a suggested AR/Blades starting build to try out for comparison purposes – Aela’s My First 60 AoE and Survival Healing with AR/Blades. Bear in mind I’m barely 1/3 into the Savage Coast and just started in on the 9 AP outer wheel skills and leery of taking more without any focused plan. I’m leaning towards branching into one or two more inner wheel weapons to give myself more potential flexibility as I later hit Blue Mountain before going too deep into the outer wheel, honestly. So a “My First 60″ build sounded more doable, rather than some uber endgame build.

Active Abilities
Blade Torrent (Blade)
Forking Paths (Blade)
Balanced Blade (Blade)
Stunning Swirl (Blade)
Fire at Will (AR)
Fire in the Hole (AR)
Anima Shot

Passive Abilities
Lick Your Wounds (Fist)
Perfect Storm (Blade)
Sharp Blade (Blade)
Expose Weakness  (Blade)
Anima Boost (AR)
Fluid Defenses (Blade)
Immortal Spirit (Blade)

Well, one problem was immediately apparent. I didn’t have enough AP for Forking Paths, but I went and put in all the other abilities and just left Delicate Strike in as a placeholder.

Testing it out on some convenient demons by the Overlook Motel, I liked the smidgen of extra survivability from the self-healing and Anima Shot, even without Forking Paths and without any healing focused gear. I also realized that Fire in the Hole was a very nice ST finisher I was missing from AR, though I found it disorientating to have to keep switching targets to alternate Fire at Will and Fire in the Hole. And that I liked Stunning Swirl a whole lot more than Slow the Advance.

Let’s face it, I’m a melee person. A slow is more useful for a primarily ranged kiter. The grenade AoE in Slow the Advance looked cool, but I wasn’t exploiting the Hindered state much. The Impaired state yields valuable survival time, and it was a convenient interrupt for any mob’s big attacks they were charging up.

I really missed doing sexy single-target damage though.

So I saved the above as an AoE build, pending Forking Paths for completion, and started tweaking.

They were really going at it.

I settled on the following for now, mostly because it’s what I have unlocked, and it lets me go crazy single-target meleeing, with the added bonus of a good single target finisher for AR, while still having basic AoE and ranged kiting options as a fall back plan. And it has some basic affliction=>penetration and impaired synergies.

Actives

1) Grass Cutter – Blades builder – ST damage, bonus damage to afflicted targets
2) Dancing Blade – Blades finisher – ST channeled damage
3) Anima Shot – AR only builder – ST damage, small heal leech
4) Blade Torrent – Blades builder with hate – AoE damage
5) Stunning Swirl – Blades elite – AoE damage, adds Impaired state for 3 seconds, useful interrupt
6) Fire in the Hole – AR finisher – ST damage, simulates delayed grenade, explodes after 2 seconds
7) Fire at Will – AR finisher – AoE damage

Passives

1) Immortal Spirit – HoT on penetrating hit
2) Expose Weakness – Improved penetration chance on applying Impaired
3) Perfect Storm – Blade Torrent adds Afflicted DoT
4) Anima Boost – AR leech boost
5) Sharp Blades – 10% bonus Blades damage
6) Fatal Flourish – Blades passive, improved penetration rating on appying Afflicted (Dark Potency is identical to this)
7) Fluid Defense – When you receive a glancing blow, you gain 1 stack of the “Minor Ward” buff.  Whenever you make a Penetrating Hit you gain a buff that increases all damage by 5% for 10 seconds.

 

The basic idea is to snipe with Anima Shot to build the AR combo (Blade already starts out a full 5/5) and dump Fire in the Hole to finish. The mob usually closes into melee range by this point. (For a ranged mob, you can continue sniping with these two skills and laugh maniacally and slowly wear it down while not being hurt much, thanks to the leech, or just close the gap when you’re bored.)

Dancing Blade to dump the 5/5 Blades combo. Then Blade Torrent to build up improved penetration rating stacks, and affliction and Stunning Swirl to mess with the mob’s big attack or just impair for the heck of it. Fire in the Hole to use up the AR combo, Dancing Blade to use up Blade combo, both of which will roughly finish at the same time amusingly.

Grass Cutter now for more damage, mixed with a Blade Torrent or two to keep up affliction and penetration stacks and the two finishers whenever necessary. Mob is usually dead before the grenade can hit.

For mob clumps, fall back on Stunning Swirl, spamming Blade Torrent and Fire at Will. Clean up remnants with single target damage.

Retreat and kite with Anima Shot and Fire in the Hole if really running out of hp, which can add a couple precious seconds of hanging on time, but not an endless amount. Supplement with a healing energy drink if thinking correctly and not in a panic.  Should have been running from such an awful mob in the first place if the health bar wasn’t denting initially on first contact.

So far so good in the Savage Coast. Should be able to tide me over picking up a couple more inner wheel stuff for another two or three weapons, and then I’ll maybe look back at the outer wheel stuff and think about what else can be upgraded and improved on as Blue Mountain approaches.

 

P.S. Rift Martyr 1. Draug 0.

CoH: Why I Love This Summer Blockbuster Event

Summer at the Movies: Is this also a Nemesis Plot?

And now for something I do like from City of Heroes, lest you think I am a sour grapes and am just using the poor aging game as a whipping boy.

I know it seems that way. I’m honestly not happy with my sudden ennui and frustration. I joined it in the end of 2004, and my loyalty didn’t waver until last year’s track record shook it badly. (It was obvious the company culture and certain devs had changed hands.)

I have the equivalent of 84 months – 7 years – of veteran rewards. I don’t want it selling out to become the worse of F2P (slippery slide down the slope of lottery and gambling for big profits) and the worse of WoW (slippery slide up the repetitive grind shiny gear-chasing ladder).

It still does do -some- things right. Though sometimes I’m convinced they were happy accidents of fate.

The Summer Blockbuster Event neatly encapsulates a lot of the good things I do like. I don’t know how much of it is purposeful design and how much is just bonus, but there’s a lot to describe and break down.

It’s an event designed for a group of 4 players. It is begun by queuing using the LFG turnstile system and you have a choice of PUGing it (a pickup group) or forming your own premade group of 4 to start.

You begin in a Theatre Lobby, which builds in some breathing space for slow zoning players, getting to know your new group and discuss strategy and tactics or teach anyone if they’re new. The Lobby also sports helpful inspiration vendors, masquerading as steampunk popcorn vendors, and acts as the hospital for defeated players.

Theatre Lobby

The all-important surprisingly non-overpriced refreshments

It also has a nice immersion easter egg, winning player-created movie poster designs for folks to admire. (I believe the vendor is also a winning player costume design.)

From left to right: Magical Dream Unicorns The Movie, Brass Monday (it’s all a Nemesis Plot), Ascension (impossible just got easier), IT Came From Beneath The City

From left to right: The Guard (not all heroes need powers), My User Dave (ever get the feeling you’re being watched?) Hero One (one mission, one chance, one way), DFB (Death From Bologna)

The event comes in two parts, representing the movies Time Gladiator and Casino Heist. Whichever part starts first is random, which brings a small but nice touch of variation to the party. They are covered in detail in two separate posts as linked.

A loadscreen sets up the two movies, aka minigame-like missions

There are so many reasons why I love these Summer Blockbusters.

1) A New Innovative System

This used to be what City of Heroes stood for. Each Issue, they’d experiment with something new, something not seen before, something that pushed the envelope of what they could do with their aging MMO engine. That’s why I kept up a subscription year after year, even if I took a break for several months, because I wanted to see the devs continually surprise us with good stuff.

These Summer Blockbusters are an intricate complex arrangement of mission mechanics that were probably first built for the Incarnate Trials, and all I can say is, it’s about fucking time that they brought some of it down to the small group level.

2) Flexible Paths to Success

There’s one perfect ideal path. The path that gets you all the ten badges in one run in the shortest amount of time possible. When it happens, it is a really good feeling that all the players are in sync with each other, perfect score, awesome team, very nice job, all that congratulatory business. But you know what?

You still get the shiny IO reward at the end as long as you can complete the entire thing, even if people take alternate routes, even if people screw up, even if you don’t get a perfect badge run. And that is as it should be. That rewards persistence, not giving up, forgiveness of mistakes (your own or other people’s). No big loss, it’s just a badge you can get at another time, assuming you didn’t already have it.

Even if people inadvertently disconnect and drop out of the team, the event is completable with less people. I’ve done it with three (from scratch, a dark def, a dark corruptor and a scrapper), and even two (that was halfway through that folks crashed, so it was the casino heist left. The biggest problem was Sylvia’s regeneration rate that my lone stalker couldn’t beat. A scrapper joined up by chance using the LFG queue and that extra damage was sufficient to overcome her and ultimately leave us both walking home with the Universal Damage IO reward.)

The only issue is that the casino story doesn’t quite line up properly and you’d have to wait for the phases to time out and forgo the chance of perfect badge scoring on that part.

3) Small Group Dynamics

The only thing I do kinda wish is if they managed to scale it down to soloability, just to be inclusive, but I’ll seriously take four-person teams over 24-man Incarnate trial raids ANY DAY OF THE WEEK.

It’s small enough to be aware of the role of each person and allows for chances for group synergy (who’s tanking, who’s doing damage, who’s supporting, and hybrid versions thereof.) It’s not so chaotically messy.

I rather like that they chose to exemplar us down to lvl 29. Too high a level is a little exclusionary for those who don’t have higher leveled characters. And those of us with higher leveled characters, well, when we exemplar down to a mid-range,  most of us lose all the gap filling powers and set bonuses that allow people to run around heedless of archetype soloing things tankmage style, and have to fall back a little more on the fun group dynamics of City of Heroes.

As a guy on the forums mentioned, his support characters actually felt valuable, like they could shine in true support, rather than be overshadowed by the thousandth and one uber-Incarnate scrapper. Scrappers and even brutes are squishier at lvl 29. Good support helps them shine. In turn, squishy classes ARE squishy at lvl 29. Proper tanking and holding aggro really makes life easier.

I also really appreciated the lack of purple triangles on many of the AVs and bosses. Control classes have a good chance of stacking enough control to make a visible, noticeable difference. This stuff matters. This stuff lets players feel their characters are effective.

I took my support characters out of the deep freeze (270 days and counting) to play the event and it felt good to make a noticeable difference, something I simply wasn’t feeling in Incarnate trials.

4) It Encourages Alting

There’s a 20-hour limit on one character to earn the desirable IO shiny via the event. I think this was meant more to limit the rate at which the shiny is earned, but it is a happy accident that this encourages the digging up of alts to run multiple playthroughs.

I’ve been unearthing more and more alts to run them through the event and it feels like meeting old friends again. This nostalgic fondness for characters long forgotten, but still up to performing well as muscle memory kicks in.

And with different alts, comes different playstyles. This is the true essence of CoH. People can run the same mission repetitively because they’re playing with different powersets and playstyles, and with different people – which makes you adapt and change to fit what the group needs at that point in time.

I’ve had picture perfect optimum role runs where everyone fell naturally into CoH’s hybrid version of the holy trinity (with extra buff/debuff and cc love!)

I’ve had runs where a secondary class can fill in roles in a pinch, with others’ support (my scrapper was tanking with the leadership buffs from a Soldier of Arachnos), or the more nonstandard but still good combinations (the controller used phantom army to tank)

I’ve even had the eyebrow-raising “ooh er, this is tricky” runs. Namely, one run with all squishies, two controllers who didn’t have invulnerable pets, a dom and a blaster. We all got tossed around and three-shotted over-and-over by the first AV in the arena as we established none of us had true tanking capability as is. At which point, I rolled my eyes, bought a bunch of purple Lucks from the popcorn vendor and acted as volunteer tank by virtue of stacking three of them at once for effective defence and just unloading on the damage till I drew aggro. Things stabilized from there, and yes, we got the shiny at the end.

Or the run with my ancient low-damage stone tank, two lowbie brutes who also seemed not that well-slotted on damage, and an illusion controller. I went in expecting to be all tanky, and then I realized that everyone was survivable, the controller’s phantom army was tanking half the time and one of the brutes the other, and the total amount of damage everyone was outputting was scarily miserable since the three melee types were sucking wind on endurance issues. So three quarters of the time, I ran around toggle-less in order to save endurance and do normal (for a tanker) levels of damage to contribute and everyone stopped for lots of blue candies at the inspiration vendor later. We managed, pretty painfully, but managed.

5) Short and Sweet, Fast and Furious

On the whole, excepting the rare cases above, each event is exactly that, short, sweet instances of fast furious fun and action where you get to beat up some AVs in a small group. It’s like the Imperious Task Force (everyone’s all-time favorite TF) in miniature.

6) LFG Tool is Actually Working For Once

Wait time is minimal. I presume this is because critical mass of 4 people is much easier to achieve than presuming 16-24 people have the patience (or lack of sense) to stand around queueing hoping that an Incarnate trial will start, utterly leaderless and still succeed.

And success is easier to come by and the mechanics easier to learn and more forgiving, which yields positive feedback into the loop and encourages more players to keep queuing because hey, these random groups of people can still  succeed and they’re fast and convenient to get into, and no one needs to lead. Everyone just needs to do their part.